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A jam submission

The FrontiersmenView game page

Do you have what it takes to be a Frontiersmen? Venture into the wilderness and try to make your fortune fur trapping.
Submitted by Game_Smith (@Game_Smith_SFS) — 13 hours, 11 minutes before the deadline
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The Frontiersmen's itch.io page

Results

CriteriaRankScore*Raw Score
Fun to Play#22.8002.800
Overall Grooviness#23.0003.000
Overall#23.1503.150
Cool Concept#23.2003.200
Nifty Use of Assets#33.6003.600

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+2)

Thanks for making the game.

I tried the game with my brother. We enjoyed walking around, picking mushrooms, and looking at the landscape. The beautiful art and realistic audio made me feel like I was really there!

It took us a little while to figure out how to interact with the world, but my brother eventually found out that 'E' did something after pressing just about every key on the keyboard (maybe LMB would have been more intuitive?) We weren't able to catch anything, but I have heard tell that it is possible from other commenters, so perhaps I should try it out some more. Also, the turtle on a stick behind the waterfall was a nice detail.

We found a way to climb the mountains by going through the waterway arch and climbing the mountains from the other side. It's a nice view up there, being able to look over the entire map. It was also possible to fall off the map by going through the backdrop. When hopping on the sticks on the rock in the water, I got stuck. This might be because the collision shape was too detailed, lifting the player's feet off the ground.

The player's pill shape casts a shadow, but it's not very noticeable. I didn't quite understand how to win, but this is the one of the first open world games that I've played, so perhaps a win screen is not usually needed in this genre of game. I tried trapping Benjamin, but it didn't do anything (^_^). It would have been nice if Benjamin had an idling animation, to make him look alive. We were confused about what to do after we finished laying our traps and Benjamin told us to get some rest. We tried walking into the tent to sleep, but it didn't do anything.

A day and night cycle might make the game look even better than it already is, but the game looks astounding anyway! The 3D sound of the waterfall also sounded nice.


Thanks for submitting the game!



P.S. I use Godot as well.

Developer

Thank you for trying the game and providing some great feedback!

I agree the game could have used an in game tutorial to explain the core loop better. I was running out of time and I had to cut the gameplay down to get to a “playable” state, so you have to trigger the bedroll in your tent using the E key to cause the game over state. Once you have placed your traps around the game’s world, there are certain areas that are considered zones for different types of animals. So if you managed to place your traps in the right zone, when you go to sleep it should trigger the traps and it will report out how many of each animal you managed to collect.

(+1)

Neat game!

Things I liked:

The aesthetic: Your choice of assets worked really well, and I loved the main menu's old-timey illustration. The hidden skeletons and the flying eagle were really nice touches too.

The sound design: Your choice of music and ambient sounds were very well-suited for the feel of the game.

The mushroom hunt: Laid-back games often work really well with a collectathon on the side, as well exampled with your game.

The lore: I really liked that you weren't just thrown into an environment with a to-do list. The npc partner was a good way to introduce the tasks. I also loved how the casual mention of the Indians being unhappy if we were caught tied into the shot skeleton.

Things I disliked.

The lack of an in-game tutorial: I had to leave the game and go to the game page to find controls, which is fairly annoying. Additionally, the more complicated mechanics, such as trapping had little in the way of explanation. I just found myself wandering around trying to figure out how to put down a trap, and it took a while to realize I had to set it.

The trapping visuals: with no visible animals wandering around the map, I had no idea where the animals were, or if I caught any. After a while of just running around checking my traps, I decided to finish, and I was surprised to see I'd caught anything. Being able to watch the animals enter the trap would have really helped the gameplay experience.

Things that would make the game better:

Hunting games usually benefit from more realistic movement, adding things such as screen bounce and breathing and jumping sound effects would really help ground the gameplay into the environment.

I also noticed that there were some collision bugs, such as one boulder I could walk through, and also that following the river through a cave would lead you out of bounds. A solid invisible barrier around  the map would fix this.

Synopsis:

Overall I really liked the idea and mechanics behind this game, a trapping simulator is not something I've heard of before. The environment was quite beautiful, and I think that was what I enjoyed most about the game.

Good job!

Developer(+1)

Thank you, I am glad you like it!

I agree, more visual feedback for the player would help the overall experience. I ran out of time to fully rig and animate the great 3D models that I found as a part of this jam. That is part of the reason for having all the trapping happen “off camera”, but in a more fleshed out version I would want to have the animals around their den sites to make it more apparent where they are.

Also, thank you for letting me know about the boulder. I discovered the river cave mouth shortly after the submission deadline had passed, but I did not notice that one of the boulders was missing a collision as well. I will add that to my bug tracker and go look for it in game.

Host(+1)

thanks for participating and submitting! from what i played so far it is a nice game, i will have to do a more thorough play and see how many critters i can kill.

please include credits on your itch.io game description showing the 6 assets from OpenGameArt.org that you used, with links to the OGA submission pages.

i played the game, and i can see that you have used the required number of assets and displayed a credits screen in game, we just need them linked on your game's itch page.

thanks a bunch!

Developer

Sorry, I missed that part when I was rereading the submission rules. That’s what I get for pulling an all nighter. :D I have updated my submission page with the assets used from Open Game Art.

Thank you!